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| | #17 (permalink) | |
| misses Sand Giants and shit like that Join Date: Aug 2002 Location: Derv 2
Posts: 752
| Quote:
Unique names of course, but also, tiger vs. tigress, or "A orc" vs "an orc", which isn't very descriptive, but people quickly learn which is the bad news one. | |
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| | #19 (permalink) | |
| Irritable Join Date: Apr 2002 Location: :noitacoL
Posts: 3,481
| Quote:
Nice writeup tho Miele. Fix Troubadours! ![]() | |
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| | #20 (permalink) |
| Registered User Join Date: Apr 2006 Location: Seoul
Posts: 1,121
| Some minor consolidation would be a nice change. The overall goal being to give purpose to carefully planning how you use abilities in certain situations instead of just using whichever one the CD is up on. |
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| | #21 (permalink) |
| Majestik Moose Join Date: Apr 2003
Posts: 1,539
| It seems like a middle ground where some of the useless skills were consolidated into two or three skills, instead of five or six, is the best option. As for buffs, I don't even know. Get a vent server for your group and make the buff box tiny so you aren't distracted by blinking lights? :P |
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| | #22 (permalink) |
| Banned Join Date: Mar 2006
Posts: 154
| I dont think Buffs and debuffs are a problem, infact being an info whore I LOVE having icons and tooltips for every single buff, debuff and ability. I like to know what things are active, and exactly what they do. I think some of the CA could be condensed. as a ranger I have about 6-7 DD combat arts that do about the same thing. |
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| | #23 (permalink) | |
| Registered User Join Date: May 2006
Posts: 662
| Quote:
Some may like this system like WillTR, I didn't say it's not good at all, it's just that bad for some classes. If you try playing a conjurer or a necro, it's a lot lot lot more enjoyable, becaus the pet does half of the job for you (even if 7 buffs for a pet plus 2 short duration ones...), some healers are fine, because the extra hotkeys they have are generally considered a waste of casting time and they get along with 2 hotbars of often used skills, etc. I don't want 1 attack that includes them all so to say (even if sometimes it's desirable), but a bit of consolidation yes. I played around with macros and it helps a bit, but when the shit hits the fan, you may not want to queue up 2 attacks on a single mob, so they are not working as good as I thought. I tend to do long sessions in game: 5 hours+, long long instances or dungeon crawls can literally make the EQ1 bard twisting seem a relaxing and fantastic thing (it gave me CTS back in the days). There is also this problem that I define "logistic": - I roll a class_01, let's say a fury. - I level up and start putting spells on certain hotkeys, so I'll know that 1 and 2 are my 2 dots, 3 and 4 are the 2 direct heals, etc. - By level 50 I added about 3 bars of hotkeys, plus one for buffs and a couple clickies like the manastone and the dolls for example. Usually my characters have about 4 and a half bars filled by the mid 40s. - I get an uber skill at 52 that is the perfect emergency heal, Back into the fray (heals double if target is under 50% health, can't be cast on the fury himself). - I have no clue of where to put it on my hotbars, so I have to rearrange them, all those keys I could find right away are starting to get moved around (this happens a couple times when levelling) and this all adds to the sense of confusion mnetioned above. The combat text speed: I wish EQ2 would have a Scrolling Combat text mod, with settings and the like, at least I could filter the things I want to see and those I don't want. Characters in EQ2 can attack as fast as 4 times per 1.5 seconds I think (approximately), plus specials, dots and so on. My combat chat window is on a hidden status and I basically never read it, that says it all. Anyway, if EQ2 cannot anymore go out of this system, even if I hope in a tweak, I sincerely hope that devs in the future will base the measure of player skills on timed actions and strategic planning rather than quick fingers. Wodin is right that a raiding rogue in WoW does a 2-2-2-2-2-something, but at least in groups and solo it could be a bit more... creative? Make choices? I don't know if this gets the idea. In essence I want to watch the game 90% of the time, not playing the UI 60% of the time.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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| | #24 (permalink) | |
| Registered User Join Date: May 2006
Posts: 662
| Quote:
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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| | #25 (permalink) |
| Registered User Join Date: Mar 2005 Location: San Francisco
Posts: 968
+1 Internets | This much I can fully agree with. It is a gigantic pain to have to find a new place for the new "uber emergency" skill you just picked up, and it happens every 10 levels or so. I know when I picked up Assassinate, I had planned on where to put it. But the dozen or so other skills, including AA's, I have a hard time placing. The foresight to know how to plan out your hotbars is only gained by having played the class once prior, or by a significant time researching the class and which skills you'll need to have an empty space for. For instance, Assassinate/Decapitate ended up being my 'F' key, and I had nothing there for the longest time, but I had planned on it. My special poison ability I got from my last AA point? Well, I think that was on the 5th hotbar along the right side of my screen towards the bottom... laugh. |
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